/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Base class for level viewport layout configurations Handles maximizing and restoring well as visibility of specific viewports.
class FLevelViewportLayout : public [FAssetEditorViewportLayout](API\Editor\UnrealEd\FAssetEditorViewportLayout)
bool
bIsImmersive
True if we're currently in immersive mode
bool
bIsMaximized
True if we're currently maximized
bool
bIsMaximizeSupported
True if the layout supports maximizing one viewport, false if the feature is disabled
bool
bIsQueryingLayoutMetrics
Temporarily set to true while we are querying layout metrics and want all widgets to be visible
bool
bIsReplacement
True if the user selected this layout, false if it's the initial layout loaded
bool
bIsTransitioning
True if we've started an animation and are waiting for it to finish
bool
bWasImmersive
True when transitioning from an immersive state
bool
bWasMaximized
True when transitioning from a maximized state
TWeakPtr<SWind...
CachedOwnerWindow
Caches the window that our widgets are contained within
TArray<FMaximi...
DeferredMaximizeCommands
FCurveSequence
MaximizeAnimation
Curve for animating from a "restored" state to a maximized state
FName
MaximizedViewport
The current maximized viewport if any
FVector2D
MaximizedViewportStartPosition
Window-space start position of the viewport that's currently being maximized
FVector2D
MaximizedViewportStartSize
Window-space start size of the viewport that's currently being maximized
TWeakPtr<ILeve...
ParentLevelEditor
The optional parent level editor for this layout
TSharedPtr<SWi...
ViewportReplacementWidget
Dummy widget that we'll inline-replace viewport widgets with while a view is maximized (or made immersive)
FThrottleReques...
ViewportResizeThrottleRequest
Viewport resize draw throttle request
TSharedPtr<SWi...
ViewportsOverlayWidget
When maximizing viewports (or making them immersive), this stores the widget we create to wrap the viewport